game(scripts): standardise StoryTyping
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1 changed files with 26 additions and 29 deletions
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@ -1,20 +1,20 @@
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/*
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/*
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Author: Reza and Wailam
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* Author: Reza and Wai Lam
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Date: 14/2/25
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* Date: 14/2/25
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Description: For text to appear itself for storytelling
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* Description: For texts to appear themselves for storytelling
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*/
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*/
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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public class StoryTyping : MonoBehaviour
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public class StoryTyping : MonoBehaviour
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{
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{
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[Header("Message Settings")]
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[Header("Message Settings")]
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// Custom message for this trigger
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// Custom message for this trigger
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[TextArea(3, 5)] public string[] storyLines;
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[TextArea(3, 5)]
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public string[] storyLines;
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public TMP_Text storyText;
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public TMP_Text storyText;
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@ -23,38 +23,35 @@ public class StoryTyping : MonoBehaviour
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public string nextSceneName = "NextScene";
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public string nextSceneName = "NextScene";
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private int currentLine = 0;
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public CanvasGroup fadeCanvasGroup; // Assign in Inspector
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public CanvasGroup fadeCanvasGroup; // Assign in Inspector
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public float fadeDuration = 1f; // Duration for fade in/out
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public float fadeDuration = 1f; // Duration for fade in/out
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public float displayDuration = 5f;
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public float displayDuration = 5f;
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private int _currentLine;
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private void Start()
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private void Start()
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{
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{
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// Start typing the first line if there are any lines
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// Start typing the first line if there are any lines
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if (storyLines.Length > 0)
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if (storyLines.Length > 0) StartCoroutine(TypeText());
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{
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StartCoroutine(TypeText());
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}
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}
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}
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IEnumerator TypeText()
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private IEnumerator TypeText()
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{
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{
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// Loop through each line of text
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// Loop through each line of text
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while (currentLine < storyLines.Length)
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while (_currentLine < storyLines.Length)
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{
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{
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string fullText = storyLines[currentLine];
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var fullText = storyLines[_currentLine];
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string currentText = "";
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var currentText = "";
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// Type out the current line character by character
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// Type out the current line character by character
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for (int i = 0; i < fullText.Length; i++)
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foreach (var t in fullText)
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{
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{
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currentText += fullText[i];
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currentText += t;
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storyText.text = currentText;
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storyText.text = currentText;
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yield return new WaitForSeconds(typingSpeed);
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yield return new WaitForSeconds(typingSpeed);
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}
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}
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currentLine++; // Move to the next line
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_currentLine++; // Move to the next line
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yield return new WaitForSeconds(displayDuration); // Wait briefly before displaying the next line
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yield return new WaitForSeconds(displayDuration); // Wait briefly before displaying the next line
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}
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}
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@ -62,7 +59,7 @@ public class StoryTyping : MonoBehaviour
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StartCoroutine(FadeToBlack());
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StartCoroutine(FadeToBlack());
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}
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}
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IEnumerator FadeToBlack()
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private IEnumerator FadeToBlack()
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{
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{
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// Fade to black
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// Fade to black
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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yield return StartCoroutine(Fade(0f, 1f, fadeDuration));
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@ -71,16 +68,16 @@ public class StoryTyping : MonoBehaviour
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SceneManager.LoadScene(nextSceneName);
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SceneManager.LoadScene(nextSceneName);
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}
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}
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IEnumerator Fade(float startAlpha, float endAlpha, float duration)
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private IEnumerator Fade(float startAlpha, float endAlpha, float duration)
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{
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{
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float elapsed = 0f;
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var elapsed = 0f;
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fadeCanvasGroup.alpha = startAlpha;
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fadeCanvasGroup.alpha = startAlpha;
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// Fade over the specified duration
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// Fade over the specified duration
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while (elapsed < duration)
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while (elapsed < duration)
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{
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{
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elapsed += Time.deltaTime;
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elapsed += Time.deltaTime;
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float t = elapsed / duration;
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var t = elapsed / duration;
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fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
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fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, t);
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yield return null;
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yield return null;
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